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{{  | {{l4d series point|postprocess_controller}}  | ||
==Entity Description==  | ==Entity Description==  | ||
Revision as of 06:54, 25 July 2010
Entity Description
An entity that controls the postprocess settings in the map: film grain, vignette, and local contrast. Color correction is controlled by another entity. It may be necessary to have at least one fog_volume in the map in order for a master postprocess_controller to take effect.
Official Campaign Settings
The following table shows the post-process settings for each map in the official campaigns.
Todo: Tabulate post-process settings from official maps for devs to reference.
Keyvalues
- Name (targetname) <string>[ Edit ]
 - The name that other entities refer to this entity by, via Inputs/Outputs or other keyvalues (e.g. 
parentnameortarget).
Also displayed in Hammer's 2D views and Entity Report.See also: Generic Keyvalues, Inputs and Outputs available to all entities 
- localcontraststrength:
 
- Local contrast strength [-1..x] <float>
 
- localcontrastedgestrength:
 
- Local contrast edge strength [0..1] <float>
 
- vignettestart:
 
- Vignette start distance [0..1] <float>
 
- vignetteend:
 
- Vignette end distance [0..x] <float>
 
- vignetteblurstrength:
 
- Vignette blur strength [0..1] <float>
 
- grainstrength:
 
- Film grain strength [0..1] <float>
 
- topvignettestrength:
 
- Top-of-screen vignette strength [0..1] <float>
 
- fadetime:
 
- Fade-in time <float>
 - Measured in seconds
 
Inputs
PostProcess:
SetLocalContrastStrength <float>- Set the local contrast strength.
 SetLocalContrastEdgeStrength <float>- Set the local contrast strength at the edge of the screen (controlled by vignette).
 SetVignetteStart <float>- Set the vignette start distance (from screen center).
 SetVignetteEnd <float>- Set the vignette end distance.
 SetVignetteBlurStrength <float>- Set the strength of the desaturated blur on the vignette.
 SetFadeToBlackStrength <float>- Set the fadeout strength.
 
Outputs
See also
External links
Art Direction, Part 1: Filmic Effects - Valve blog regarding film effects in Left 4 Dead